Commando Archive

Thread: Is There A Way We Can Ban DeneziB From Our COMMANDO Forum?

DeneziB
Sat Feb 14, 2004 10:31 pm
#14

I 5-starred you, even though you're a conservative.


I hope you're a Colin Powell-Conservative, because that's the only type of conservative worth engaging in conversation with.





Raanan wrote:

Bah, liberals... get yourself some good conservative exostentialism (spelling?)...


Honestly, I can see where his points could be valid. If the combat balance does what I hope then the only thing which would need fixing in our profession would be the proton nade (and any other with this problem) having the same ideal range as its blast radius, the HAR mods not stacking properly, and the insane cost to produce nades and heavy weapons (but that's really a weaponsmith issue. It just effects us negatively).


Here's what we know:



  1. dot damage is really low

  2. initial damage is quite a bit higher than it was

  3. special skills like dodge are weapon specific and don't stack

  4. defense mods stack

  5. commando accuracy mods for everything but the flamer and har (if they stacked properly) are low

  6. commando defense mods are negligable

Here's what's rumored:



  1. defense mods will no longer stack

  2. ham usage will be radically different

That's allI can really think of at the moment (long day of snowmobiling) but it's what's really important for us. My conclusion and hope is this: With defense mods no longer stacking, our +110 flamethrower accuracyand (after it's finally fixed) +110 har accuracywill be more than enough to hit our targets consistently, which means our reliance on our dot won't be necessary. This makes the dot change very beneficial to us as a single hit on an unarmored target can reach 10-15k damage. Can we say one hit kill? The dot won't be needed at all. Couple that with our heavy weapons and nades being accurate enough to use now, and we become the lean, mean fighting machines we should have been all along. I have no idea what importance the ham changes will have on us but since our specials take so long, I doubt it will be a hinderance at all. Really, it will probably be another very good thing for us as I'm hoping it will regen in the amount of time it takes for a special to recycle. This hope is what's keeping me a commando.


Really, it's all conjecture and none of us will know whether it's true until the combat balance is finished but I remain hopeful this balance will justify our skill point cost though our tactics will more than likely be drastically different.










Denezi Bo'o: The Hero of Naboo
Queen of the Bantha. The Emperor's Right Pinky. The Slayer of Jedi (35)
Imperator Defensoris: "Vulpem pilum mutat, non mores."
What is <id>?

brokenglass
Sat Feb 14, 2004 11:26 pm
#15

DeneziB, have you ever participated in a gcw base raid? Have you ever dueled a Rifleman/TKM/Fencer with your flamethrower? Have you ever taken part in any sort of PVP beyond raiding cities and attacking overt passerbys or dueling your unbuffed friends? That's the issue that's at hand here. It's not that we think we're useless in PVE but rather that we're absolutely useless in PVP. If we do get the chance to take down players, it's usually only the unbuffed players who are able to go down in one hit and that's only if we hit them with our horrible accuracy. I don't think I've ever been able to take down a player with a somewhat effective pvp template recently. We're effective at attacking the wee targets but we have no chance against the buffed and armored players which is the complete opposite of what we are supposedly designed for. Heavy Weapons take down the big enemies, not the little ones. Am I the only one who thinks it makes no sense that players run away in fear of combat medics yet don't even cringe at commandos? If I was on the battlefield, I'd be afraid of the enemy soldier carrying the huge rocket launcher or flamethrower. Not the medic with a poison bottle or stimpack.


And it's also frustrating that the devs seem to concentrate on only our flamethrower yet leave the other weapons completely ignored. When I picture a commando, I do not picture their primary weapon being a flamethrower and I doubt many others do too.


Ranelaen
Sat Feb 14, 2004 11:51 pm
#16

"Considering thepeople who claim this profession is broken and unplayable, I look forward to burning all those who do not have the skill to play this profession."


If your allusion to burning means using the FT thats funny cause i stated in another post our Flame Thrower is uber. But if you think since thats uber that the other 4/5 skill trees i count unarmed as well are not messed up, your on something. Have you ever seen a commando use a grenade against a monster, lets talk PVM screw PVP for now. Have you ever seen a commando use a heavy weapon on a monster? Have you ever seen a commando use the acid rifle more than 5 secs on a monster? Since im a master commando, let me answer that, no, no and no. So we have 3 of 4 messed up skill trees accounted for. The last and final is the unarmed tree. Do we get any defense against melee attacks when using or LP, FT, or HAR. No, hence the last messed up skill tree. If your looking for best PVM hey you got it. But you are also looking at the single most easy dabbler profession in the game 0 0 4 0. Your damage is identical to master commando you hit maybe 10-15% less. Oh biggie. None and i repeat none of other weapons are worth using and thats why there are hundres of dabblers in our profession. They will fix this just like when CH was the same way. Who remembers master commandos with rancors? Well now its master CHs with 0 0 4 0 so the world goes around again. Im susprised the devs dont monitor skill trees and see all the commando dabblers. Oh well someday we will get a fix. We are broken, we use one weapon 24/7 and one special 24/7. Talk about monatomous.

Ranelan

Master Commando-Staff Sergeant in the Imperial Forces
Raptor2k1
Sat Feb 14, 2004 11:53 pm
#17

"I hope you're a Colin Powell-Conservative, because that's the only type of conservative worth engaging in conversation with."


That's a rather biggoted way to label people, but I digress...


"It's the same for all ranged professions. It's just noticable for the flamer because your flamer fires a shot less often than a pistoleer does. This is the same dilemma that Teras Kasi have. They cannot fight against a pistoleer effectively kiting, and neither can a commando. But TK seem to know how to deal with it. Why don't you?"



  • TKA is a Melee profession based off of a melee skill, this this sort of disadvantage is natural

  • Commando isa hybrid based largely offthe marksman tree, so this should not be the case

  • Our accuracy is not the same as other eliteprofession, it is in-fact significantly lower than all but pistols

  • We should not have to deal with kiting like we do now, we are supposed to be a predominantly ranged profession, not melee

Seriously, I'd be personally much happier if the devs would just can the flamethrower and make our profession reflect the skill prerequisites we have to invest in and actually make us commandos, rather than flaming shock troopers. The fact that we are most powerful at melee range is preposterous, as our skill prerequisites are only 1/5 melee oriented - we should be most effective at a distance, not up close. The flamethrower as is represents our close-range combat skills as they should be potent in certain situations.


The problem comes in when we realize that this is all we have. It's nice that our melee abilities are reflected, but the primary reason 3/4 of the profession is broken is because it does not accurately reflect our mastery of ranged combat.


Why is it that the only profession with the entire marksman profession as a prerequisite is the the worst at ranged combat? This is the fundamental question that I think everyone here wants answered.




Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


Farky
Sun Feb 15, 2004 12:04 am
#18






DeneziB wrote:

If you're moving while you pull the trigger on your flamer, your accuracy suffers.


If your target is moving while you pull the trigger on your flamer, your accuracy suffers.


If you're both moving while you pull the trigger on your flamers, your accuracy suffers a lot.







Tell this to the rifleman, I've never seen one of them miss me.





Farky
Recce: No idea where we're going, but we're getting there.
ArkanIrami
Sun Feb 15, 2004 2:10 am
#19

Is it confirmed by the that dodge is now weapon specific? I didn't see it in the patch notes, would'nt surprise me if they just didn't bother putting it in though.


Denezib, as commandos we spend significantly more points to achieve master than a teras kasi. At master, a tka can produce a special at melee range every second; a master commando with a 3.0 speed flamethrower can produce a special only once every 7.5 seconds. TKM's also have a variety of posture and state changing offensive weapons, as well as area attacks (unarmedspin1, 2). Commando specials and area attacks only cause damage, and do not alter anything other than our opponents HAM.


TKM's in melee range quickly disable their opponents ability to fight and cause massive damage to them, as they should. They give up range for damage and speed. What do commandos give up range for, besides a chance to inflict a special that is only useful against unarmed unbuffed opponents, and a DoT that ticks for less than a 100?



Arkan Irami, Retired MSF Co-Leader
brokenglass
Sun Feb 15, 2004 2:14 am
#20

Dodge only works when carrying a "dodge weapon" like a pistol or one handed meleeweapon.
maddogs
Sun Feb 15, 2004 2:24 am
#21

"It's the same for all ranged professions. It's just noticable for the flamer because your flamer fires a shot less often than a pistoleer does. This is the same dilemma that Teras Kasi have. They cannot fight against a pistoleer effectively kiting, and neither can a commando. But TK seem to know how to deal with it. Why don't you?"



we dont have the melee and rang defence they do nore the dfence vers stats they do or any tuffnes a tk can take a rang hit for 300 and turn it to 150 after all the unarmed tuf ness big difrence there man



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Daniel' Judson-Leonheart

zenixoda
Sun Feb 15, 2004 11:32 am
#22

back to the original topic


getting denezib off this forum


he is a sorce of mis information and is just plain anoying





***********************************************************************************************
George Carlin "Think for a moment about flamethrowers. The fact that we have them at all. What it indicates to me is that at some point, some person said to himself, "Look at all those people across the road. What i wouldn't give to set them on fire. But i'm much to far away. If only there was some device that would shoot flames on them"
brokenglass
Sun Feb 15, 2004 1:06 pm
#23

I don't think it makes any sense for Commandos to be ineffective in PVP and effective in PVE. The military would not spend millions of dollars on high tech weaponry to be used for hunting. A Commando would know his way around a battlefield but not so much around a forest or cave. The Empire uses Stormtroopers and AT-STs to enforce the law on it's civilians. Not to shoot dewbacks.
Farky
Sun Feb 15, 2004 1:08 pm
#24

I'm pretty sure commandos would be good at getting around in forests, I'm a recce trooper which is pretty close to being a "commando" and we're trained to move through forests as quickly and quietly as we can.



Farky
Recce: No idea where we're going, but we're getting there.
brokenglass
Sun Feb 15, 2004 1:16 pm
#25

But when they taught you how to shoot a rifle, would you think they taught you it so you can learn how to kill enemy soldiers or how to kill a bear?
maddogs
Sun Feb 15, 2004 1:53 pm
#26

when in basic i was defintly traind for fast movement all the time any inverment and place traind to move fast and silent


even in buildings we were tould to wallk with a porpous and if we wernt we were droped and if we were not moveing fast enough after being droped we were thrased ( think of doing 150 push ups runing 2 miles and then doing 300 sit ups and then doing miounten climers and fluter kicks just becous you dint move faste enogh )



yes were were traind to be fast


and as for pve or pvp i defently say pvp but if nesasary be very efective in pve to giant monster charges i pictur it as a atst and lunch a rocket at it and blow it to shreds



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Daniel' Judson-Leonheart

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